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[CYOA] Space Australia: GAME. SET. MATCH.

19192939597

Posts

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    You can't launch a SHIV and try to repair the power stations. You don't have the resources.

    Homogeneous distribution of your varieties of amuse-gueule
  • Jeep-EepJeep-Eep Registered User regular
    edited February 2012
    Y(2)[email protected]
    We need more firepower at the silent colony. We also need to explore designs for better combat vehicles. We must also find out as much as we can from the enemy space center, as it might spur on our own space program. It might be good idea to come clean with the Erde with the nature of the threat. At the very least, we might be able to keep them from our hair. At best we might be able to get some reinforcements at the Silent Colony and technological aid. Better they expend combat machines and personnel on the SC, rather than us and our ally.

    Extinction Is Not An Option, Duke.



    Jeep-Eep on
    I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited February 2012
    L 3 £ &

    @ELM : We cant build a SHIV and put the wind farms online at the same time.

    Even if they knock the SHIV out of the sky we can research nukes then explain to them in no uncertain terms that we are just as violent and criminal as they think we are and that we are willing to nuke them out of orbit in revenge and end this whole experiment in human life together.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • electricitylikesmeelectricitylikesme Registered User regular
    Changed my vote to not telling the Erde either.

    I don't think telling the Erde is going to get us anything. I'd rather try SHIV'ing the comm tower, and then using the SHIV on the Erde as well.

    Then we have a talk with the Corporations about renegotiating the terms of our agreement.

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Changed my vote to not telling the Erde either.

    I don't think telling the Erde is going to get us anything. I'd rather try SHIV'ing the comm tower, and then using the SHIV on the Erde as well.

    Then we have a talk with the Corporations about renegotiating the terms of our agreement.

    Once we take out the Silent Ones we can always build more SHIVs, can never have too many!

    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • Lawful EvilLawful Evil Registered User regular
    edited February 2012
    So the only thing we've got against us is time. We're guessing they're pushing the Ion Storm to a class 4 right now, and it may require a little more time to push up to a class 5.

    If looking at the numbers of the battle, we BARELY lost that one. If had attacked with ReEarth we would have probably won. We can probably recoup our losses in 2 turns, one producing Iron Men and the other producing a XXXX. Which means it's going to take 3 turn before we can attack again since we'll have to wait for the second batch to reach the silent colony. Now, if we're waiting for reinforcements, I suggest we send the remaining Iron Men in our partrol. It's do or die.

    However, looking at the SHIV option, we can get that up in one turn, send our Iron Men patrol to the silent colony this turn as well, so that on the turn we fire SHIV, our Iron Men from the patrol get there just in time. [Mojo, am I correct in this?]

    That, plus the incoming Iron Men in transit this turn, plus ReEarth's forces, and a SHIV bombardment, should be able to get us a good chance of stopping White Slate.

    So voting for: L-3-£[email protected]
    [Build SHIV and wait for reinforcements]
    [Send remaining Iron Men in patrol pool to WAR]


    Also Mojo, if we choose £, does that mean that the space center essentially just stays dead until we spend that 3k resources? If yes, can we have a diplomatic roll with ReEarth so that they can pitch in that 3k instead?

    Lawful Evil on
    Do not believe that the impossible exists. That is why you fail.
  • TipharethTiphareth Registered User regular
    Perhaps we could ask Reearth to lend us 3k, paying back 4k over consecutive turns.

  • Jeep-EepJeep-Eep Registered User regular
    Tiphareth wrote:
    Perhaps we could ask Reearth to lend us 3k, paying back 4k over consecutive turns.

    I second this. We need to get our space program going better.

    I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Your various bits seem right, Lawful. If you vote down fixing the power stations yourself I'll include some kind of diplomatic option to try and offload some of the work on ReEarth.

    Homogeneous distribution of your varieties of amuse-gueule
  • dojangodojango Registered User regular
    Y(2) 3(Send all the Iron Men) $ %


    I don't think contacting Erde is going to be useful.

  • Captain MarcusCaptain Marcus now arrives the hour of actionRegistered User regular
    Y2 - 3 - $ - &

  • TipharethTiphareth Registered User regular
    Mojo_Jojo wrote:
    Your various bits seem right, Lawful. If you vote down fixing the power stations yourself I'll include some kind of diplomatic option to try and offload some of the work on ReEarth.

    I went ahead and did this. I would also urge more people to vote for orbital death. We need to kill that building dead.

  • HaroquenHaroquen Registered User
    edited February 2012
    Cajole ReEarth to fund building.

    L 3 £ @

    Let's save the day by being violent, drug addled and cordial!

    Haroquen on
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited February 2012
    L - 3 - £ - &

    jakobagger on
  • Jeep-EepJeep-Eep Registered User regular
    edited February 2012
    Also, can I tender a request to investigate acquiring manufactured goods from the megacorps? You know, equipment like disposible rocket launchers or unusual laboratory equipment for the sparkies? Stuff we can't make ourselves, basically.

    Jeep-Eep on
    I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
  • electricitylikesmeelectricitylikesme Registered User regular
    Jeep-Eep wrote:
    Also, can I tender a request to investigate acquiring manufactured goods from the megacorps? You know, equipment like disposible rocket launchers or unusual laboratory equipment for the sparkies? Stuff we can't make ourselves, basically.

    This seems like a bad idea given how chaotic the Corporations seem to be. We honestly need to just go in and impose some order on that place (via deathmines).

  • psolmspsolms Registered User regular
    L 2(Attack their Comm tower with EVERYTHING) £ & (and if there's a way, & and @ together)
    Mojo_Jojo wrote:
    This storm was planet-wide and likely severe, but as near as could be fathomed it would take at least one further controlled activation during a class 4 storm to ignite the process.

    we Need to remove the comm tower. period. this is literally our only chance of surviving this game. so we need to go for it with everything. we launch an all out assault on the tower with ground troops, while setting up the space SHIV to take it out from orbit. if the ground forces fail, execute the backup. if the palin can shoot down our SHIV, we may already be dead.

    we also need to enforce a TOTAL ban on comm tower usage during this storm. tell the erde, tell the corporations.

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    edited February 2012
    Turn 109
    Decision L 3 £ @ : SHIV, Hold off the attack, Leave the power stations for ReEarth, sending a delegation back to the Erde

    Overview: Glorious Space Australia
    Population: 8.5k [8.5k life support cap, 8.5k pop control cap] [5.6k civilian employment, 1.6k homesteaders, 0.8k military]
    Food: 15.9k [(+8.4k7.9k +1k -8.5k)/turn]
    Resources: 4.9k [+3.02.1k (+3d6/10)k -0.9k/turn]
    Energy: 5/37 Shut down the hydroponics bay, all three barren mines and two farms [-0.9k resources/turn, -3.5k food/turn]
    Morale: Happy[+2] [Drugs: +2 on morale checks]
    Comm Tower Charge: 0/10 [DAMAGED]
    Biomine Network : 29 [29 internal / 0 external]
    Occupied Water Hexes : 8
    Ion Storm: Class 3 [No comms, 0/3 solar output, +1energy requirements for farms]

    Diplomatic Relations
    Erde: -10 [Directed ignorance]
    ReEarth [Pod One] : +5 [Cautiously positive] MUTUAL DEFENCE AGREEMENT
    The Corporations : 0 [Eager to trade, unwilling to commit]
    Space Ghosts: ???
    Raiders: ??? WAR

    Trade
    ReEarth
    -0.5k resources / turn
    +Morale

    -0.4k resources / turn
    +1k food / turn


    The Corporations
    -Drugs
    +0.5k resources / turn

    Hex Details
    SPACE
    SHIV bombardment system into orbit [allows ten (10/10) kinetic strikes, can be used every other turn, as a missile bombardment but each strike makes three sequential rolls, small chance of striking the wrong hex (difficulty 6 to hit), costs 10k]

    Perimeter Defense
    SHODAN [Size 2, Strength 3 [robotic] unit present in all border encounters. Needs 1 energy/5edge hexes, costs 0.2k resources / edge hex. 23 edge hexes. Total 5 energy, 4.4k4.6k resources]
    Missile defence [roll is now made before enemy roll, difficulty 12, with a +2 bonus for every undamaged hex that the path of the missile passes through]

    Pod Six Colony: New Botany Bay
    Mechanised Hybrid Xenofarm [+1.5k food per turn, -1 energy, 0.1k pop workers, Big]
    Crashed Pod [2.5k Housing, no energy requirement]
    Hydroponics Bay [+0.5k food per turn, needs 2 energy]
    Enhanced Nuclear microreactor [+8 Energy]
    HRH Hexus Supercomputer [needs 1 energy]
    Expanded housing level 2 [1k Housing, -1 energy]
    Labs [Extends research options, -4 energy] OBSOLETE
    Support staff [0.1k population]

    Hex 1
    Mechanised Solar Hybrid Xeno(drug)farm [+1k food per turn, (0.5k of food space reserved for drugs) -1 energy (provided by solar panels), 0.1k pop workers, Big]

    Hex 2
    An interesting crater
    Biodome [+5k population cap, 1k food per turn, morale increase, needs 4 energy, needs 0.1k population, costs 10k resources, is Big]

    Hex 3
    Barren [Half mining & farming yield]
    Space Centre [Allows space launches and orbital tracking. Needs 3 energy, needs 0.3k population, costs 5k[/s]

    Hex 4
    Hydrocarbon pools
    Automated Hydrocarbon Refinery in 4 [+3 energy, +0.1k resources per turn, needs 0.2k population, costs 2k resources, is Big]

    Hex 5
    Mechanised Hybrid Xenofarm [+1.5k food per turn, -1 energy, 0.1k pop workers, Big]

    Hex 6
    Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 2k resources, is Big]

    Hex 7
    Heavy metals [+0.1k to all resources harvested. Any accident checks at -2]
    Barren [Half mining & farming yield]
    Heavy Metal AutoMine [+0.5k* resources per turn, needs 2 energy, needs 0.2k* population, is Big]
    *Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check with a -2 mod each turn to avoid an accident [0.1k deaths]. No morale impact]
    **Barren drops yield 0.6k/turn -> 0.3k/turn

    Hex 8
    Concentrated Solar Plant[+3 energy, needs 0.1k population, is Big]

    Hex 9
    Barren [Half mining & farming yield]
    Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 2k resources, is Big]

    Hex 10
    Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]

    Hex 11
    Ministry of Industry [Reduces structure costs(5%), provides bonus military output(+1unit/turn), needs 2 energy, needs 0.3k population, costs 5k resources, is Big]

    Hex 12
    Poor Soil[Half farming yield]
    Comms Tower [Comm range extended to three hexes, allows long range communication attempts, needs 2 energy*, needs 0.1k population costs 4k resources, is Big] [DAMAGED]

    Hex 13
    Geothermal springs [+0.2k resource cost to Big structure, -1 energy cost for that same structure]
    Concentrated Solar / Geothermal Hybrid Power Plant [+4 energy, needs 0.1k population, costs 2.2k resources, is Big]

    Hex 14
    Volcano
    LAVA [Replaces Labs, Chance of a free technology each turn (difficulty 18), needs 0.3k population, costs 10k resources, is big]

    Hex 15
    Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]

    Hex 16
    Mineral Poor [half mining yield]
    Biomine Control Facility [+Variable* resources/turn, needs 2 energy, needs 0.2k population, costs 5k resources, is Big]
    [* (2d6)/10 k resources/turn. Once it spreads to 20, it upgrades to 3d6. Every extra 10 hexes then gives a +1 to that rolls.]

    Hex 17
    An alien canal
    NATOthulu remains

    Hex 18
    Fertile Soil[+0.1k/turn food production]
    Mechanised Hybrid Xenofarm [ +1.5k food per turn, needs 1 energy, needs 0.1k population, costs 1.5k resources, is Big]

    Hex 19
    Barren [Half mining & farming yield]
    AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
    *Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
    **Barren drops yield 0.6k/turn -> 0.3k/turn

    Hex 20
    An alien canal
    Barren [Half mining & farming yield]
    Unstable [All initial construction costs are increased by 50%]
    AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
    *Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
    **Barren drops yield 0.6k/turn -> 0.3k/turn

    Hex 21
    Geothermal springs [+0.2k resource cost to Big structure, -1 energy cost for that same structure]
    Concentrated Solar / Geothermal Hybrid Power Plant [+4 energy, needs 0.1k population, costs 2.2k resources, is Big]

    Hex 22
    Irradiated [No farming/housing here] [0.5k to remove]
    An alien canal
    Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 2k resources, is Big]

    Hex 23
    Erde AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
    *Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
    **Overharvesting [0.5k resources/turn -> 1k/turn. Difficulty 6 check each turn to avoid becoming barren and dropping to 0.3k/turn]

    Hex 24
    Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 2k resources, is Big]

    Hex 25
    Mechanised Hybrid Xenofarm [ +1.5k food per turn, needs 1 energy, needs 0.1k population, costs 1.5k resources, is Big]

    Hex 26
    Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]

    Hex 27
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 28
    Unstable [All initial construction costs are increased by 50%]
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 29
    Nothing
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 30
    An alien canal
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 31
    High Winds [+1 energy output on Windtrap plants]
    Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]

    Hex 32
    Poor Soil[Half farming yield]
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 33
    AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
    *Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
    **Overharvesting [0.5k resources/turn -> 1k/turn. Difficulty 6 check each turn to avoid becoming barren and dropping to 0.3k/turn]

    Hex 34
    Fertile Soil[+0.1k/turn food production]
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 35
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 36
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 37
    High Winds [+1 energy output on Windtrap plants]
    Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]

    Hex 38
    Heavy metals [+0.1k to all resources harvested. Any accident checks at -2]
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 39
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 40
    Barren [Half mining & farming yield]
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 41
    Fertile Soil[+0.1k/turn food production]
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 42
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 43
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 44
    Rare Minerals [+0.1k to all resources harvested. Cost to build a mine +0.5k]
    Claimed [Construction cost are increased by 5% to buy the claim]

    Hex 45
    Claimed [Construction cost are increased by 5% to buy the claim]

    Unexplored Hex 11
    Ice plain [Useless?]

    Unexplored Hex 20
    An interesting crater (?)

    Forces
    Team War
    Large Iron Man Squad [Size 13, Strength 2.5]
    Twenty-three She-Hulks armed with scrap [Size1, Strength 2, Diehard]
    XXXX Class Airship [Size 2, Strength 5.5, Vulnerable, Inspirational 2]

    Patrol
    SHODAN [Size 2, Strength 3, Robotic] in all border hexes
    Iron Man Squad [Size 4, Strength 2.5]

    Trade
    Gang of diplomats and traders with overcharged tools and big machine parts [Size1, Strength0.25]

    Trade 2
    Gang of diplomats and traders with overcharged tools and big machine parts [Size1, Strength0.25]
    Large Iron Man Squad [Size 4, Strength 2.5]

    Exploration Team
    Team Road Warrior [Size1, Strength0.25]

    NBB
    Horde of convicts and colonists with overcharged tools and big machine parts [Size6, Strength0.25]

    Hex 1
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 2
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size9, Strength0.25]

    Hex 3
    Group of convicts and colonists with overcharged tools and big machine parts [Size3, Strength0.25]

    Hex 4
    Group of convicts and colonists with overcharged tools and big machine parts [Size2, Strength0.25]

    Hex 5
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 6
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 7
    Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]

    Hex 8
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 9
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 10
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 11
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size3, Strength0.25]

    Hex 12
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 13
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 14
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size3, Strength0.25]

    Hex 15
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 16
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size2, Strength0.25]

    Hex 17
    None

    Hex 18
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 19
    Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]

    Hex 20
    Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]

    Hex 21
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 22
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 23
    Group of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]

    Hex 24
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 25
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 26
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 27
    Claim holders [Size 1, Strength 0.25]

    Hex 28
    Claim holders [Size 1, Strength 0.25]

    Hex 29
    Claim holders [Size 1, Strength 0.25]

    Hex 30
    Claim holders [Size 1, Strength 0.25]

    Hex 31
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 32
    Claim holders [Size 1, Strength 0.25]

    Hex 33
    Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]

    Hex 34
    Claim holders [Size 1, Strength 0.25]

    Hex 35
    Claim holders [Size 1, Strength 0.25]

    Hex 36
    Claim holders [Size 1, Strength 0.25]

    Hex 37
    Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]

    Hex 38
    Claim holders [Size 1, Strength 0.25]

    Hex 39
    Claim holders [Size 1, Strength 0.25]

    Hex 40
    Claim holders [Size 1, Strength 0.25]

    Hex 41
    Claim holders [Size 1, Strength 0.25]

    Hex 42
    Claim holders [Size 1, Strength 0.25]

    Hex 43
    Claim holders [Size 1, Strength 0.25]

    Hex 44
    Claim holders [Size 1, Strength 0.25]

    Hex 45
    Claim holders [Size 1, Strength 0.25]

    [Diehard]: If the unit is lost in battle, roll against difficulty 10 after. On a success they remain in play.
    [Fast]: Able to chase down fleeing enemies with a +5 bonus
    [Robotic]: Immune to disease, vacuum and atmosphere
    [Vulnerable]: Counts as a size 1 unit for purposes of military losses
    [Inspirational X]: Up to X 1s rolled by other friendly units in combat can be rerolled

    Research
    Planetology XII: Basic Xenobotany [allows Xenofarm], Intermediate Xenobotany [allows fungus removal 0.2k resources/5 hexes, 0.1k pop/5 hexes], Applied Xenobotany [Allows biomine], Xenobotanic-Terrabotanic hybrids [Xenofarms now produce 1.5k food/turn] Anti-fungal Design [Removes fungus problems on short trips], Elementary Xenonarcotics [allows basic medical and recreation drugs to be farmed], Radiation Cleanup [Spend 1k resources to remove Irradiated trait from a hex], Volcanology [Allows special volcano structures], Lithosphere Geology [+2 on checks to avoid mine accidents], Planetary Ion Storms [Comm Tower use no longer always causes an ion storm], Ion Storm Harvesting [+1 energy at all power plants in a Class 3 or 4 storm], Marine Xenobiology [+0.1k food / turn from every occupied hex with water], Unified Xenobiology [no application]

    Fundamental Science XI: Basic Planet Electromagnetics [allows 1 hex communication], Intermediate Planet Electromagnetics [Allows 2 hex communication and comm tower], Radioactivity Safety Protocols [Removes problems of radioactivity for short exposures in small groups], Basic Solar Energy[Adapt existing solar cells to supply one farm, allow concentrated solar plants], Non-Solar Energy [allows windtrap], Improved Energy Storage [Rovers are now fast. Exploring action now has a chance of exploring two hexes (difficulty 14 roll)], Population Management [Stops unwanted growth], Satellite Design [Allows ODIN and SHIV], Mass Power Storage [allows energy bank], Practical Artificial Pseudointellgence [+1 on LAVA rolls], Fusion Power [allows fusion power plant]

    Industry XII: Basic Transportation [Allows rovers, double exploration yield], Basic Mining [allows mines], Advanced Mining [allows deep bore mines], Mechanised Farming [Xenofarms now need 0.1k pop & produce 1k food/turn], Basic Robotics [Mines now produce 0.4k resources/turn for 0.2k population], Security Perimeter [Makes it harder to sneak into occupied hexes], Hydrocarbon Processing [Allows Hydrocarbon Refinery], Biodome Construction [Allows Biodome], Extended Range Vehicles [+2 on extra hex explorer rolls, allows trade crawlers], Airships [+2 on extra hex explorer rolls, removes FoW around occupied hexes], Centralised Industry [Allows ministry of industry], Basic Atmospheric Terraforming [allows ammonia processing centre], Unmanned Rocketry [allows Space Centre and extends missile battery range to 5]

    Military IX: Improvised Weapons [Boosts colonist strength to 0.25], Basic Perimeter Defences[+0.25 to all unit strengths within perimeter], Small Arms [allows militia and combat rovers], Advanced Perimeter Defences[allows SHODAN] Combat Armour [Military unit strength +0.5, +2 on explorer accident checks], Powered Armour [Allows Iron Men], Long Range Armaments [Allows missile battery], Missile Interception [Allows missile defence roll], Militarised Airships [allows XXXX class airships], High Power Weaponry [+0.5str to all units]

    Special: Xenofungal Bioweapons [Allows fungal bioweapons, +2 on saves versus these attacks], Anti-Xeno Weapons [Allows fungal missiles], New HRH Nexus Node [+1 on free tech checks]

    Summary:
    News of their impending deaths had got out. The people were worried and it was down to the Duke to console them. On every screen across the colony his weathered visage appeared. He spoke only briefly, no more than five minutes. A summary of current events, that the silent colony had put in motion a plan to wipe the slate clean and start again on this world, and that allied ReEarth-Space Australian forces were doing battle. Not just to preserve themselves, but to save the entire planet.
    Somehow, the people were persuaded to continue life as normal. Toiling in the overcrowded mines, seizing unclaimed territory around the frontier, eating strange alien fish caught from below the ice, drinking terrible beer and settling their own disagreements with casual violence.
    [Population growth roll 1d6 - 1d6. 5+2morale - 2. Suspended by population control]
    [Hex 7 Mine check versus 7 with a -2mod. It's an 7+2tech-2heavymetals+2morale. Success. No deaths.]
    [Hex 19 Mine check versus 7. It's a 8+2tech+2morale. Success. No deaths.]
    [Hex 20 Mine check versus 7. It's a 12+2tech+2morale. Success. No deaths.]

    [Hex 23 Mine check versus 7. It's a 9+2tech+2morale. Success. No deaths. Check against 6 for [Barren]: 10+2morale Success]
    [Hex 33 Mine check versus 7. It's a 12+2tech+2morale. Success. No deaths. Check against 6 for [Barren]: 15+2morale Success]
    [LAVA Check: Difficulty 18: 15+2 Failure. No bonus tech]
    [Internal Biomine Network spans 29hexes: (3d6)/10k resources: 1.5k]
    [Homesteaders claim Red Hex 8, now green hex 45. No trait]

    Mojo_Jojo on
    Homogeneous distribution of your varieties of amuse-gueule
  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    edited February 2012
    Summary Part II:
    It was the bravest of the diplomatic gang who strode back across the no man's land to speak with their enemies once again. Only this time there was no patrol atop the great iron wall. It was a hard thing to believe given the constant messages of suspicion that had been intercepted from the Erde_Voice blog. For almost a minute, the group waited at the foot of the grey steel in the semi-darkness of the storm.

    Nobody came. And suddenly, it was clear. The Erde could not acknowledge the arrival of Space Australians at their border. If they did, they would be forced to react. A nuclear reaction based on prior interactions. This was a childish display of plausible deniability. The absurd response, at least suggested that the Erde realised the gravity of the current situation, even if they did not have the complete picture. Understanding that nobody would meet them, they spoke to the countless hidden recording devices. They restated the need for the Erde to not use their comm tower (an unlikely action when they were rendered useless during any class of storm) and presented evidence taken from within the silent colony, their plan to end the world. Their piece said, the group of Space Australians left the border, leaving behind copies of the manifesto and similar hard copies of information taken from within the colony.

    As they reached the safety of their own borders, an Erde patrol happened to pass along the top of the wall once again. A few minutes later, a squad collected the deposited data. There was no response, official or otherwise. Even Erde_Voice was silent.

    The first strides towards space-faring were made within the bowels of the Space Australian launch facility. The satellite looked like an old telegraph pole, just scaled up and made entirely from metal. At its heart was a small laser comm relay and targeting computer, able to detach the metal rods at will. Power was supplied by a modest fan of flexible photovoltaics, which could coil and fold as required. Motion was limited, there was no space for much reaction mass, so most of the actual aiming would take place by simply releasing at the correct moment.

    It launched much like the dummy vehicles had, but once in orbit, the outer layers of the craft stripped away and it unfolded. A lethal asterisk floating in space.

    Having finally completed a non-suicidal launch, the Sparkies had the data they needed to put together project plans for advanced space missions. Both relating to sending Space Australians into orbit, but also to sending missiles into orbit to blow up offending satellites (and arks).

    Within enemy territory, joint technical staff gazed in wonder at the strange technologies of the silent colony. The hybrid power station was a world beyond the geothermal/solar plants back in Space Australia. Even if the facility had been whole, it would have been a challenge to operate, with such severe damage a complete understanding was needed. For now, the lack of resources didn't matter, it was a case of attempting to understand so that they could establish the necessary repairs. Aside from a few errant scarabs flitting through the air, spying on the allied forces, there was no attempt to expel the invaders, the robotic troops remained holed up in the heart of the colony.

    Fresh iron men arrived on the scene, eager to join with the last battle. ReEarth too pledged the few remaining troops it had. When they attacked the colony's heart again, they would do so with every available scrap of firepower.

    With day already indistinguishable from night, it was hard to know how the storm could get worse but according to the Sparkies it was. The storm was evolving and increasing in intensity. The resonance between the upper atmosphere and the de-localised alien nervous system was reaching its critical limit. Soon the lightning would go from a useful energy source to a new menace.
    [Storm will become class 4 next turn]

    Map
    Turn109-1.png
    FULL MAP [Turn 93]

    Silent Colony
    Turn109plans-1.png

    Decision Time
    (Choose a letter, a number and a symbol)

    A - Explore a hex

    B - Upgrade Housing in NBB[+1k population cap, needs 1 energy, costs 0.9k1k resources]
    C - Build Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 1.9k2k resources, is Big]
    D - Build Windtrap Plant [+1 energy, needs 0.1k population, costs 1.1k1.2k resources, is Big]
    E - Build Fusion Power Plant [+4 energy, needs 0.1k population, costs 4.8k5k resources, is Big]
    F - Build AutoMine [+0.4(+0.1)k resources per turn , needs 2 energy, needs 0.2(+0.2)k population, costs 1.4k1.5k resources, is Big]
    G - Build Mechanised Hybrid Xenofarm [ +1.5k food per turn, needs 1 energy, needs 0.1k population, costs 1.4k1.5k resources, is Big]
    H - Build Missile Battery [Allows bombardment of hexes up to range 5. Bombardment costs 0.3k resources, difficulty base 12 to damage/destroy structures, difficulty 14-(Hex Population) to kill military/civilians. Rolls at -4 for unscouted hexes. Needs 1 energy, costs 2.8k3k resources]
    I - Build Ammonia Removal Plant [+0.1k resources/turn, +5planet habitability/turn, needs 3 energy, needs 0.2k population, costs 4.7k5k resources, is big, can't be constructed adjacent to another ARP] INSUFFICIENT RESOURCES
    J - Build an Energy Bank [Can store energy (max 20) from colony excess, can return to the grid at 50% efficiency, needs 0.1k population, costs 2.4k 2.5k resources, is Big]
    K - Build and launch the ODIN commsat [charges each turn (+1 energy, max 10), easier orbital comms (3), can causes ion storms (10), costs 11.4k 12k resources] INSUFFICIENT RESOURCES
    L - Build and launch a SHIV bombardment system into orbit [allows ten kinetic strikes, can be used every other turn, as a missile bombardment but each strike makes three sequential rolls, small chance of striking the wrong hex (difficulty 6 to hit), costs 9.5k 10k] INSUFFICIENT RESOURCES
    M - Repair Comm Tower in 12 [costs 1.9k 2k resources]

    N - Research Planetology [Xenofungal Exterminators]
    O - Research Industry [Applied Terraforming Theory] [*]
    P - Research Industry [Advanced Urban Planning]
    Q - Research Industry [Manned Rocketry]
    - Research Fundamental Science [???] PREREQUISITES NOT MET
    R - Research Military [Non-linear Battle Computers] [*]
    S - Research Military [Nuclear Weaponry] [*]
    T - Research Military [Amphibious Assault]
    U - Research Military [Surface to Orbit Missiles]

    V - Train Militia Squad [0.5k Resources, 0.1k pop -> size 2, strength 2 unit] [Up to 2 1/turn]
    W - Manufacture MAD unit [1k Resources -> size 2, strength 1.5 [robotic] unit] [Up to 3 2/turn]
    X - Manufacture Combat Rover Group [0.3k Resources -> size 1, strength 2 [Fast] unit] [Up to 3 2/turn]
    Y - Train and manufacture an Iron Man Squad [2k Resources, 0.1kpop -> size 4, strength 2.5 unit] [Up to 2 1/turn]
    Z - Manufacture a XXXX Class Airship [3k Resources, 0.1kpop -> size 2, strength 5.5 [Vulnerable], [Inspirational 2] unit] [Up to 2 1/turn]

    [*]Has some associated cost

    1 - Attack again (give hex)
    2 - Attack again with the ReEarth forces (give hex)
    3 - Wait for further reinforcements
    4 - Pull out of silent territory

    £ - Launch a SHIV bombardment (give hex)
    $ - No SHIV this round

    A to Z, bitches

    Mojo_Jojo on
    Homogeneous distribution of your varieties of amuse-gueule
  • TelnaiorTelnaior Registered User
    edited February 2012
    Z(1), 2(5), £

    Z because the XXXX is an integral part of our army, 2 because we need to attack NOWNOWNOW BEFORE CLASS 5 and the ReEarth should hopefully make up for no XXXX (especially if the Pharaoh doesn't get lucky this time), and £ to hopefully either damage the tower (delaying them), kill some Silent robot scum, or both.
    Also note that yes, the Pharaoh-pyramid got lucky: On average, it'll only give 140 to their attack (4d6 averages 14), but it gave 60 more than usual.
    Also also note that we're 1.1k resources short on training a second XXXX. Perhaps we should wait until we have those resources before spending a turn? Just override my vote if you want to go that way XD

    Telnaior on
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited February 2012
    We need to destroy the com tower this turn if not we lose. They no doubt have enough energy stored up and/or will turn off facilities until they have it.

    We can't get any new military over there this turn, so... it doesn't matter what we do now! Lets work on something in case our assault fails.

    Like a manned assault on the Palin to steal their seats on the bus.

    I like the idea of building a ship and loading it with more advanced battle robots (R for robots!) then sending it up.

    Q 2(5) £(5) (obviously bombarding before we attack not during)

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • HaroquenHaroquen Registered User
    U 2(5) £(5)

    Light it up and take it down. Gotta nail those other sats up there and hammer this damnable tower into muck.

    Also; the Corps. may not presently be prepared to fire off their comms, but can we send some fast riders to try and get whoever controls the corporate comm tower to take it offline? Or someone else to knock the bastard over for a modestly absurd contract?

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    We could offer the corps 10,000 food to not activate their com towers...

    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    You've got no real time method of communicating with the corps, or any fast vehicles so lets not worry about such what-ifs.

    Homogeneous distribution of your varieties of amuse-gueule
  • HaroquenHaroquen Registered User
    Problem is, we had to damn our entire system to purge the virus. The corps. have been openly bartering with the Techno-Genos and I have a feeling that the future disciples of Lord Ron Paul wouldn't have dared lay a finger on their likely segregated, multifaceted, porous and thoroughly compromised infonet just to fix a pesky comms tower virus.

    So I think we may have to sew some infighting, and urge for an immediate hostile takeover of the Van-Graffe Tower in the heart of jolly old National Inc.

  • TelnaiorTelnaior Registered User
    There's an ion storm, are they even able to right now?

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Yeah I was just kinda joking about how much extra food we have. If we fail we can have a great feast before the end!

    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • electricitylikesmeelectricitylikesme Registered User regular
    U 2(5) £(5)

    FIRE EVERYTHING!

    And then let's pop the damn Palin - with any luck if we take it out they'll lose command & control for any dormant computer viruses.

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Well my plan was to make our own cryo-sleep space station, with blackjack and hookers but yours sounds good too!

    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • wiltingwilting Registered User regular
    edited February 2012
    U - 2[5] - £[5]

    wilting on
  • ElderlycrawfishElderlycrawfish Registered User regular
    U 2[5] £[5]

    Mojo, uhh, just to be clear, we'd be dropping a kinetic projectile onto hex 5, then attacking it, right? I mean, technically the attack order is listed before the shiv order, and I highly doubt we'd want to bombard our attacking troops. :P

    PSN/Steam - Elderlycrawfish
  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Pfff, you guys are no fun. What happened to the Space Australia who would merrily bomb their own troops into the ground for no particular reason?

    (yes, combat is last in a turn. Everything else jumbles about ,but I've at least kept that in the same place)

    Homogeneous distribution of your varieties of amuse-gueule
  • FailsafeFailsafe Registered User regular
    edited February 2012
    Q-2[5]-£[5]



    Failsafe on
  • psolmspsolms Registered User regular
    U 2(5) £(5)

    destroy comm towers.

    if we fail, Surface to Orbit Missiles until the Palin is destroyed, just to spite the bastards.

  • HaroquenHaroquen Registered User
    Mojo_Jojo wrote:
    Pfff, you guys are no fun. What happened to the Space Australia who would merrily bomb their own troops into the ground for no particular reason?

    (yes, combat is last in a turn. Everything else jumbles about ,but I've at least kept that in the same place)

    Hey, if it'll provide a tactical advantage I wouldn't mind having a few platoons of Iron Men draw some heavier weapons out from hiding before we give 'em the SHIV. The collateral is just that after all, collateral.

  • Jeep-EepJeep-Eep Registered User regular
    edited February 2012
    Q2£(2)

    We need to put a boarding party on the Palin. We've got people that can act as a guidance system for the boarding capsule and the perfect party.

    We will launch a team of our best She-Hulks into orbit to seize the Sarah Palin. They're our best brawlers and are tough enough to weather close combat with anything the enemy will be willing to fire off aboard the ship.

    Meantime, we've got to hit the comms tower with everything we've got! Dump every penetrator from the SHIV we can on that site proto and then attack it with everything that our armies have onsite!

    --Extinction Is Not An Option, Duke.


    Jeep-Eep on
    I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
  • RoonieRoonie Registered User regular
    Q 2(5) £(5)

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited February 2012
    Q 2(5) £(5)

    jakobagger on
  • TipharethTiphareth Registered User regular
    Q - 2(5) - £(5)

  • Captain MarcusCaptain Marcus now arrives the hour of actionRegistered User regular
    Q 2(5) £(5)

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